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Gaming In Academic Libraries
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Book Synopsis Gaming in Academic Libraries by : Amy Harris
Download or read book Gaming in Academic Libraries written by Amy Harris and published by Association of College & Research Libraries. This book was released on 2008 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book aims to show how librarians in colleges and universities of varying sizes, populations, and locations have successfully incorporated gaming into their libraries.-Introduction. In an attempt to encompass the variety of ways games are being incorporated into libraries, this book has been divided into three sections: game collections and curricular support, gaming as marketing and gaming as an information literacy tool.
Book Synopsis Games and Gamification in Academic Libraries by : Stephanie H. Crowe
Download or read book Games and Gamification in Academic Libraries written by Stephanie H. Crowe and published by . This book was released on 2020 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Games of all kinds, from breakouts and escape rooms to traditional board game collections, are often featured in academic library instruction, programming, and outreach initiatives, where their natural ability to foster interaction and communication is especially valuable. Games and gamification can be used to help students engage with the thresholds of the ACRL Framework for Information Literacy for Higher Education; locate resources and identify misinformation and disinformation; and build connections with faculty and librarians, in one-shots and for-credit courses. In four sections--An Overview of Games and Gamification, Adding and Maintaining a Circulating Game Collection to your Library, Games and Gamification in Information Literacy Instruction, and Programming and Outreach through Games--Games and Gamification in Academic Libraries explores incorporating games into first-year experience programs, using games to help students engage with special collections, making games accessible, and ideas for game nights and events. Games and gamification function best not as something separate, but as one tool in an academic library's approach to their goals and initiatives. Games and Gamification offers encouragement, strategies, and proven practices for developing and using accessible, welcoming gamification as a flexible tool to meet their institutions' missions and their students' learning needs."--
Book Synopsis Games in Libraries by : Breanne A. Kirsch
Download or read book Games in Libraries written by Breanne A. Kirsch and published by McFarland. This book was released on 2014-02-11 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.
Book Synopsis Gaming in Libraries by : Kelly Nicole Czarnecki
Download or read book Gaming in Libraries written by Kelly Nicole Czarnecki and published by . This book was released on 2010 with total page 127 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether gaming is already a crucial part of your library's core services or it's only just been introduced, this do-it-yourself new resource will give you the practical tools you need to organize, implement, and market successful gaming events for users of all ages. Author Kelly Nicole Czarnecki shows you how to host gaming events for all different types of users. You'll learn to select systems and resources best suited to your library and budget, plan programs, and develop a circulating collection. Czarnecki gives you step-by-step instruction for implementing an array of different programs, including video games, board games, magic gatherings, Guitar Hero Fests, and more. You'll also find helpful techniques and best practices for marketing your gaming program and evaluating its success, as well as examples and insight from librarians running highly successful gaming programs.
Book Synopsis 52 Ready-to-Use Gaming Programs for Libraries by : Ellyssa Kroski
Download or read book 52 Ready-to-Use Gaming Programs for Libraries written by Ellyssa Kroski and published by ALA Editions. This book was released on 2020-03-23 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The engaging programs in this book will have people flocking to your library—it's all in the game.
Book Synopsis Librarian's Guide to Games and Gamers by : Michelle Goodridge
Download or read book Librarian's Guide to Games and Gamers written by Michelle Goodridge and published by Bloomsbury Publishing USA. This book was released on 2021-11-15 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: Helps librarians who are not themselves seasoned gamers to better understand the plethora of gaming products available and how they might appeal to library users. As games grow ever-more ubiquitous in our culture and communities, they have become popular staples in public library collections and are increasing in prominence in academic ones. Many librarians, especially those who are not themselves gamers or are only acquainted with a handful of games, are ill-prepared to successfully advise patrons who use games. This book provides the tools to help adult and youth services librarians to better understand the gaming landscape and better serve gamers in discovery of new games—whether they are new to gaming or seasoned players—through advisory services. This book maps all types of games—board, roleplaying, digital, and virtual reality—providing all the information needed to understand and appropriately recommend games to library users. Organized by game type, hundreds of descriptions offer not only bibliographic information (title, publication date, series, and format/platform), but genre classifications, target age ranges for players, notes on gameplay and user behavior type, and short descriptions of the game's basic premise and appeals.
Book Synopsis E-Learning and the Academic Library by : Scott Rice
Download or read book E-Learning and the Academic Library written by Scott Rice and published by McFarland. This book was released on 2016-04-27 with total page 199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Focusing on academic libraries and librarians who are extending the boundaries of e-learning, this collection of essays presents new ways of using information and communication technologies to create learning experiences for a variety of user communities. Essays feature e-learning projects involving MOOCs (massive open online courses), augmented reality, chatbots and other innovative applications. Contributors describe the process of project development, from determination of need, to exploration of tools, project design and user assessment.
Book Synopsis Games in Libraries by : Breanne A. Kirsch
Download or read book Games in Libraries written by Breanne A. Kirsch and published by McFarland. This book was released on 2014-02-01 with total page 498 pages. Available in PDF, EPUB and Kindle. Book excerpt: Librarians are beginning to see the importance of game based learning and the incorporation of games into library services. This book is written for them--so they can use games to improve people's understanding and enjoyment of the library. Full of practical suggestions, the essays discuss not only innovative uses of games in libraries but also the game making process. The contributors are all well versed in games and game-based learning and a variety of different types of libraries are considered. The essays will inspire librarians and educators to get into this exciting new area of patron and student services.
Book Synopsis Integrating Video Game Research and Practice in Library and Information Science by : Ratliff, Jacob A.
Download or read book Integrating Video Game Research and Practice in Library and Information Science written by Ratliff, Jacob A. and published by IGI Global. This book was released on 2015-02-28 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are now a ubiquitous form of media used by the majority of the American population. However, the academic research field surrounding this genre does not accurately reflect the pervasive influence of video games. The field of library and information sciences helps provide the necessary foundational support for this media. Integrating Video Game Research and Practice in Library and Information Science brings together video gaming culture and its unique forms of communication with information behavior research. By detailing the nuances of video games and their influence, this reference book reveals communication patterns within society and provides comprehensive background and analysis for libraries, librarians, and information professionals.
Book Synopsis The Academic Library and the Net Gen Student by : Susan Gibbons
Download or read book The Academic Library and the Net Gen Student written by Susan Gibbons and published by American Library Association. This book was released on 2007-08-09 with total page 138 pages. Available in PDF, EPUB and Kindle. Book excerpt: Inspired by work-practice studies of students and faculty conducted at the University of Rochester, this guide maps potentially vibrant futures for academic libraries."--BOOK JACKET.
Book Synopsis Videogames, Libraries, and the Feedback Loop by : Sandra Schamroth Abrams
Download or read book Videogames, Libraries, and the Feedback Loop written by Sandra Schamroth Abrams and published by Emerald Group Publishing. This book was released on 2021-04-22 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.
Book Synopsis Designing Online Information Literacy Games Students Want to Play by : Karen Markey
Download or read book Designing Online Information Literacy Games Students Want to Play written by Karen Markey and published by Rowman & Littlefield. This book was released on 2014-03-12 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: Designing Online Information Literacy Games Students Want to Play sets the record straight with regard to the promise of games for motivating and teaching students in educational environments. The authors draw on their experience designing the BiblioBouts information literacy game, deploying it in dozens of college classrooms across the country, and evaluating its effectiveness for teaching students how to conduct library research. The multi-modal evaluation of BiblioBouts involved qualitative and quantitative data collection methods and analyses. Drawing on the evaluation, the authors describe how students played this particular information literacy game and make recommendations for the design of future information literacy games. You’ll learn how the game’s design evolved in response to student input and how students played the game including their attitudes about playing games to develop information literacy skills and concepts specifically and playing educational games generally. The authors describe how students benefited as a result of playing the game. Drawing from their own first-hand experience, research, and networking, the authors feature best practices that educators and game designers in LIS specifically and other educational fields generally need to know so that they build classroom games that students want to play. Best practices topics covered include pre-game instruction, rewards, feedback, the ability to review/change actions, ideal timing, and more. The final section of the book covers important concepts for future information literacy game design.
Book Synopsis Learning and Education Games: Volume Two: Bringing Games into Educational Contexts by : Karen Schrier Shaenfeld
Download or read book Learning and Education Games: Volume Two: Bringing Games into Educational Contexts written by Karen Schrier Shaenfeld and published by Lulu.com. This book was released on 2016 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
Book Synopsis Library 2.0 Initiatives in Academic Libraries by : Laura B. Cohen
Download or read book Library 2.0 Initiatives in Academic Libraries written by Laura B. Cohen and published by Assoc of Cllge & Rsrch Libr. This book was released on 2007 with total page 184 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Digital Libraries: Knowledge, Information, and Data in an Open Access Society by : Atsuyuki Morishima
Download or read book Digital Libraries: Knowledge, Information, and Data in an Open Access Society written by Atsuyuki Morishima and published by Springer. This book was released on 2016-11-24 with total page 407 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 18th InternationalConference on Asia-Pacific Digital Libraries, ICADL 2016, held in Tsukuba,Japan, in December 2016. The 18 full papers, 17 work-in-progress papers and 7 practitioner papers presented were carefully reviewed and selected from 71 submissions. The papers cover topics such as community informatics, digital heritage preservation, digital curation, models and guidelines, information retrieval/integration/extraction/recommendation, privacy, education and digital literacy, open access and data, and information access design.
Book Synopsis Creating and Promoting Lifelong Learning in Public Libraries by : Donna L. Gilton
Download or read book Creating and Promoting Lifelong Learning in Public Libraries written by Donna L. Gilton and published by Rowman & Littlefield. This book was released on 2016-06-21 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating and Promoting Lifelong Learning in Public Libraries: Tools and Tips For Practitioners is the sequel to Lifelong Learning in Public Libraries: Principles, Programs, and People. On the one hand, Lifelong Learning in Public Libraries focuses on the information needs and the developmental and psychological characteristics of diverse library users of all ages. It endorses the use of ILI to promote lifelong learning in public libraries, both by borrowing techniques from academic and school libraries and by building on existing public library traditions of programming and outreach. This book also compares lifelong learning in public libraries to informal and nonformal education in museums, community organizations and agencies, places of worship, and other organizations. In addition, Lifelong Learnng in Public Libraries describes basic steps that librarians can execute in order to get started. On the other hand, Creating and Promoting Lifelong Learning in Public Libraries focuses much more on how public librarians can specifically plan and implement their instruction with chapters on planning for instruction, using teaching methodologies, teaching with and about technology, and bringing ILI together with more traditional public library services, programming, and activities, such as reference and Readers’ Advisory services, bibliotherapy, and cultural and literacy programming. Changes in ILI standards and comparisons of ILI with basic reading, media, digital, and cultural literacies are also described. Both books together should act as basic manuals for public librarians who promote lifelong learning. Creating and Promoting Lifelong Learning in Public Libraries also have helpful teaching hints for all librarians and other professionals who teach in a variety of settings.
Book Synopsis Encyclopedia of Library and Information Sciences by : John D. McDonald
Download or read book Encyclopedia of Library and Information Sciences written by John D. McDonald and published by CRC Press. This book was released on 2017-03-15 with total page 5538 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Encyclopedia of Library and Information Sciences, comprising of seven volumes, now in its fourth edition, compiles the contributions of major researchers and practitioners and explores the cultural institutions of more than 30 countries. This major reference presents over 550 entries extensively reviewed for accuracy in seven print volumes or online. The new fourth edition, which includes 55 new entires and 60 revised entries, continues to reflect the growing convergence among the disciplines that influence information and the cultural record, with coverage of the latest topics as well as classic articles of historical and theoretical importance.